package copyengine.network.roomStructure.data
{

	public final class CENetworkRoomMediatorWhiteBoard
	{
		public var socketURL:String;
		public var socketProt:uint;
		public var rtmfpURL:String;

		//当前是否已经在房间中
		public var isAlreadyInRoom:Boolean;
		public var isDuringCreateRoom:Boolean;
		public var isDuringJoinRoom:Boolean;

		//玩家的UID,在创建房间或者加入房间时候由外部传入,当前保存一份引用
		public var playerUID:String;
		//当前所在房间的ID,若不在房间中此值无意义
		public var roomID:uint;
		//房间的名称
		public var roomName:String;
		//房间的密码(建立房间和加入房间首先都要连接服务器,所以缓存密码),若为加入房间则此密码不一定为真正密码
		public var roomPassword:String;

		//当前的房主UID
		public var currentRoomMasterUID:String;
		//房间友邻信息
		public var roomNeighbourInfoPackageVector:Vector.<CENetworkRoomNeighbourInfoPackage>;


		public function CENetworkRoomMediatorWhiteBoard()
		{
		}

		public function clean():void
		{
			isAlreadyInRoom = false;
			isDuringCreateRoom = false;
			isDuringJoinRoom = false;
			playerUID = null;
			roomID = int.MIN_VALUE;
			roomName = null;
			roomPassword = null;
			currentRoomMasterUID = null;
			roomNeighbourInfoPackageVector.length = 0;
		}

	}
}
